Optimization with Profiler, Frame Debugger, and Memory Profiler
Welcome to the fourth part of this book—I am glad you have reached this part as it means that you have almost completed a full game! In this chapter, we are going to discuss optimization techniques to review your game’s performance and improve it, as having a good and constant framerate is vital to any game.
Performance is a broad topic that requires a deep understanding of several Unity systems and could span several books. We are going to look at how to measure performance and explore the effects of our changes to systems to learn how they work through testing.
In this chapter, we will examine the following performance concepts:
- Optimizing graphics
- Optimizing processing
- Optimizing memory
By the end of this chapter, you will be able to gather performance data of the three main pieces of hardware that run your game—the GPU, CPU, and RAM. You will be able to...